Engineering Your Fleet
Imported vehicle models from sites like GTA5-Mods often come with unbalanced physics. They may accelerate too quickly, have “ice-like” grip, or flip over during simple turns due to an incorrect center of gravity. All of these traits are controlled by the handling.meta file within the vehicle’s resource folder.
| Reading Time | Difficulty | Last Updated |
|---|
| 7 minutes | Intermediate | January 2026 |
1. Locate the Configuration
Navigate to your vehicle resource (e.g., /resources/[cars]/supra/).
- Open the
data/ folder (or search the root).
- Open
handling.meta with a text editor.
2. Essential Tuning Variables
| Variable | Description | Tuning Tip |
|---|
fInitialDriveForce | Acceleration power. | 0.25 is standard; 0.45 is extreme supercar. |
fBrakeForce | How quickly the car stops. | Most imports are too low; try 0.8 to 1.2. |
fSteeringLock | Turning radius. | Increase for more “drift” or tighter city turns. |
fMass | The weight of the car. | Heavier cars (SUV) need more fBrakeForce. |
vecCentreOfMassOffset | The “balance” point. | If the car flips, lower the Z (3rd value) to 0.1 or lower. |
3. Applying and Testing
- Save the file.
- Restart the resource:
ensure [resource_name].
- Important: Vehicle handling is often cached by the game client. If you don’t notice a change, you must respawn the vehicle or restart your FiveM client to see the new physics in action.
Gradual Adjustments
Always tune in increments of 0.05. Changing a value like fInitialDriveForce from 0.2 to 0.5 will likely make the car undriveable or cause it to “launch” into the air upon acceleration.
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Last Updated: January 2026 | FiveM: Handling calibrated.